I have a plane in Unity in 3D project, and I want to get its boundaries so I can use them in random function for getting Vector3 coordinates. Currently I am trying like this
GameObject ground;
void ...

i'm using a FitViewport to render my "game world". Viewport virtual dimensions are fixed 400x240.
I use viewport.unproject method to scale input touches from screen coordinates to world coordinates, ...

I know this has been asked many times but my question doesn't quite fit the others. I have an IsometricTiledMap and I need to get the tile under a set of screen X and Y coordinates. Here is a picture ...

So I have letter boxing working properly (it's not really important but I'll post that bit of code too), but I'm trying to figure out the point/vector arithmetic for translating (projecting) screen ...

In my (OpenGL ES 2.0 Android) game, I use 2 types of Sprite Sheets. In one type all sprites/frames are of equal size and in the other they are all different shapes and sizes.
It is the latter one to ...

I have two coordinate frames, A and B. I want to create the rotation matrix RAB which takes you from A to B. A is a right-handed system, and B is a left-handed system. Furthermore, after moving from a ...

I'd to calculate the cartesian rotate values of "aiming" one point at another in 3D space.
For example, assuming rotation order of XYZ:
Point A is at [0, 0, 0]
Point B is at [2, 2, 0]
If point A was ...

For example, suppose I'm building a first-person shooter and the player pulls the trigger. I want to convert the screen coordinate (x, y) into a world coordinate (x, y, z) to know what they've hit.
...

I have a 3D-laser scanner which gives me a series of points of a real-world object. The points are related by a common origin.
I know I can derive the equation of a plane from 3 points and that the ...

I'm a noob and English is not my mothertongue, so please bear with me!
I'm generating a map for a Sidescroller out of a 2D-array. That is, the array holds different values and I create blocks based ...

Given an entity named EntityA, I want to define a local coordinate space, where the position of EntityA is the origin, its heading vector is the X axis, and the normal of the heading vector is the Y ...

I'm working on a tile based platformer game in libgdx. I'm having trouble getting the actual touch input coordinates when the aspect ratio of device is different from the virtual fixed aspect ratio ...

I'm writing a function that allows me to click on my tiles. The origin for my tiles is the center, however, the mouse's origin is the top left. I need a way to transform my mouse coordinates into my ...

I don't understand why we add +colNumber when we calculate the offset = Vector2 ((uIndex+colNumber) * size.x, which gives us x=3 for the index 13, which is the square located at the coordinates x:1, ...

I'm using a SpriteBatcher to rotate and scale a TextureRegion in libGDX. I'd like to rotate the texture around an origin outside of the region, but have the texture scaled around the region's center.
...

I wrote 2 weeks ago about problem with motion blur in my engine. When camera moves using keyboard, motion blur is smooth. But when I rotate camera using mouse motion blur is stepping (not sure if I ...